From Eric Wing, add alternate backdrop implementations.
From Robert Osfield, updated naming and copy constructor methods.
This commit is contained in:
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@ -167,6 +167,13 @@ osg:: Node* createTextLeft(const osg::BoundingBox& bb)
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#if 1
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text->setBackdropType(osgText::Text::OUTLINE);
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// text->setBackdropType(osgText::Text::DROP_SHADOW_BOTTOM_RIGHT);
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text->setBackdropImplementation(osgText::Text::POLYGON_OFFSET);
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// text->setBackdropImplementation(osgText::Text::NO_DEPTH_BUFFER);
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// text->setBackdropImplementation(osgText::Text::DEPTH_RANGE);
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// text->setBackdropImplementation(osgText::Text::STENCIL_BUFFER);
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text->setBackdropOffset(0.05f);
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text->setBackdropColor(osg::Vec4(0.0f, 0.0f, 0.5f, 1.0f));
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#endif
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@ -72,7 +72,7 @@ class OSG_EXPORT PolygonOffset : public StateAttribute
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static void setUnitsMultiplier(float multiplier);
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static float getUnitsMultiplier();
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static bool areUnitsAndMultipliersSet();
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static bool areFactorAndUnitsMultipliersSet();
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/** Checks with the OpenGL driver to try and pick multiplier approrpriate for the hardware.
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note, requires a valid graphics context to be current. */
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@ -226,6 +226,14 @@ public:
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NONE
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};
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enum BackdropImplementation
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{
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POLYGON_OFFSET = 0,
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NO_DEPTH_BUFFER,
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DEPTH_RANGE,
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STENCIL_BUFFER
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};
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/**
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* BackdropType gives you a background shadow text behind your regular
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* text. This helps give text extra contrast which can be useful when
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@ -280,6 +288,85 @@ public:
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const osg::Vec4& getBackdropColor() const { return _backdropColor; }
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/**
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* This specifies the underlying backdrop rendering implementation.
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* Unfortunately, at this time, there is no "perfect" rendering solution
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* so this function is provided to let you 'pick your poison'. Each
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* implementation has trade-offs.
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*
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* POLYGON_OFFSET:
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* This uses glPolygonOffset to draw the text multiple times to
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* create the drop-shadow and outline effects. glPolygonOffset
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* is used to prevent z-fighting of the overlapping text.
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* This probably should have been the best option, but all the ATI
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* cards we have encountered so far have serious problems with this.
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* We see little white holes/artifacts in the rendered glyph textures
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* which move around depending on the viewing angle. For moving text,
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* the moving holes give an extremely unpleasant flickering effect.
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* Pumping up the "units" parameter in glPolygonOffset can minimize
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* this problem, but two other bad side-effects occur if you do this.
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* First, high values will cause problems with clipping, particularly
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* when there are objects behind the text. The drop-shadows or outline
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* may be culled because their computed offset is behind the object or
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* z-far plane. Second, there is an additional problem associated with
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* the Z-slope. High values can make large chunks of the backdrop
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* suddenly disappear. This can be reduced by the "factor" parameter.
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* Making the "factor" value small, can help, but experimentally, we've
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* found that it creates a new, different kind of z-fighting problem.
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* So there is no perfect solution. With units, you trade off the 'holes'
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* for the large-section clipping.
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* Experimentally, we have found units values from 150-512 to be tolerable
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* to acceptable with respect to the 'holes'. A factor of .1 seems to
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* bring down the large clipping problem without creating a new z-fighting
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* problem.
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* (You can experiment with these numbers by playing with the
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* osg:PolygonOffset multipliers which this backend tries to respect.)
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*
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* If ATI ever fixes their cards/drivers, then this might become the
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* best option.
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*
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*
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* NO_DEPTH_BUFFER
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* Instead of using glPolygonOffset to prevent z-fighting, this mode
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* just disables the depth buffer when rendering the text. This allows
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* the text to be rendered without any z-fighting. The downside to this
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* mode is that render order begins to matter and the text will not
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* necessarily correctly appear above or behind other objects in the
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* scene based on depth values.
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* This mode is best for text that only needs to be ontop and
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* not obscured by any objects.
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*
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* DEPTH_RANGE
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* This mode is inspired by Paul Martz's OpenGL FAQ, item 13.050.
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* This uses glDepthRange as a substitute for glPolygonOffset.
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* Strangely, experiments on ATI cards seem to produce cleaner results
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* than when using glPolygonOffset. The trade-off for this is that the
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* backdrop still may be placed too far back and might be culled by objects
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* directly behind the object or by the far z-plane. If ATI ever fixes
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* the glPolygonOffset problem, polygon offset is probably a slightly
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* better solution because you can use smaller offsets. But with the
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* current ATI problem, this option may be preferable.
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*
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* STENCIL_BUFFER
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* (Assuming the backend is written correctly,) the Stencil Buffer is
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* the most "correct" and reliable way of producing backdrop text.
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* The stencil buffer is a multipass system that allows writing to the
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* same z-values without needing to resort to offsets. This implementation
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* should not have any of the problems associated with the 3 previous
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* implementations. But the trade-off for this mode is that without
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* hardware acceleration for the stencil buffer, rendering will be
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* extremely slow. (There is also potentially more overhead for this
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* algorithm so it could be slower than the other implementations.
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* Benchmarking would be required to determine if the speed differences
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* are significant on your particular hardware.) This mode is best for
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* when quality is important and stencil buffer hardware acceleration
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* is available.
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*/
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void setBackdropImplementation(BackdropImplementation implementation);
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BackdropImplementation getBackdropImplementation() const { return _backdropImplementation; }
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enum ColorGradientMode
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{
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@ -476,7 +563,16 @@ protected:
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void computeColorGradientsOverall() const;
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void computeColorGradientsPerCharacter() const;
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void drawForegroundText(osg::State& state, const GlyphQuads& glyphquad) const;
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void renderOnlyForegroundText(osg::State& state) const;
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void renderWithPolygonOffset(osg::State& state) const;
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void renderWithNoDepthBuffer(osg::State& state) const;
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void renderWithDepthRange(osg::State& state) const;
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void renderWithStencilBuffer(osg::State& state) const;
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BackdropType _backdropType;
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BackdropImplementation _backdropImplementation;
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float _backdropHorizontalOffset;
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float _backdropVerticalOffset;
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osg::Vec4 _backdropColor;
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@ -42,7 +42,7 @@ float PolygonOffset::getUnitsMultiplier()
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return s_UnitsMultipler;
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}
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bool PolygonOffset::areUnitsAndMultipliersSet()
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bool PolygonOffset::areFactorAndUnitsMultipliersSet()
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{
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return s_MultiplerSet;
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}
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@ -46,6 +46,7 @@ Text::Text():
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_kerningType(KERNING_DEFAULT),
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_lineCount(0),
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_backdropType(NONE),
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_backdropImplementation(POLYGON_OFFSET),
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_backdropHorizontalOffset(0.07f),
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_backdropVerticalOffset(0.07f),
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_backdropColor(0.0f, 0.0f, 0.0f, 1.0f),
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@ -79,7 +80,17 @@ Text::Text(const Text& text,const osg::CopyOp& copyop):
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_color(text._color),
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_drawMode(text._drawMode),
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_kerningType(text._kerningType),
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_lineCount(text._lineCount)
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_lineCount(text._lineCount),
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_backdropType(text._backdropType),
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_backdropImplementation(text._backdropImplementation),
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_backdropHorizontalOffset(text._backdropHorizontalOffset),
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_backdropVerticalOffset(text._backdropVerticalOffset),
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_backdropColor(text._backdropColor),
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_colorGradientMode(text._colorGradientMode),
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_colorGradientTopLeft(text._colorGradientTopLeft),
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_colorGradientBottomLeft(text._colorGradientBottomLeft),
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_colorGradientBottomRight(text._colorGradientBottomRight),
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_colorGradientTopRight(text._colorGradientTopRight)
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{
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computeGlyphRepresentation();
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}
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@ -1446,87 +1457,34 @@ void Text::drawImplementation(osg::State& state) const
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state.disableAllVertexArrays();
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// Okay, since ATI's cards/drivers are not working correctly,
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// we need alternative solutions to glPolygonOffset.
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// So this is a pick your poison approach. Each alternative
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// backend has trade-offs associated with it, but with luck,
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// the user may find that works for them.
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if(_backdropType != NONE)
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{
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if (!osg::PolygonOffset::areUnitsAndMultipliersSet())
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switch(_backdropImplementation)
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{
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osg::PolygonOffset::setFactorAndUnitsMultipliersUsingBestGuessForDriver();
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}
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// Do I really need to do this for glPolygonOffset?
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glPushAttrib(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
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titr!=_textureGlyphQuadMap.end();
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++titr)
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{
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// need to set the texture here...
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state.apply(titr->first.get());
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const GlyphQuads& glyphquad = titr->second;
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// For backdrop text
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if(_backdropType != NONE)
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{
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unsigned int backdrop_index;
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unsigned int max_backdrop_index;
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if(_backdropType == OUTLINE)
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{
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backdrop_index = 0;
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max_backdrop_index = 8;
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}
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else
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{
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backdrop_index = _backdropType;
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max_backdrop_index = _backdropType+1;
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}
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state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
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state.disableColorPointer();
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glColor4fv(_backdropColor.ptr());
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for( ; backdrop_index < max_backdrop_index; backdrop_index++)
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{
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const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID];
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if (!transformedBackdropCoords.empty())
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{
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state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front()));
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glPolygonOffset(2.0f * osg::PolygonOffset::getFactorMultiplier(),
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3.0f * osg::PolygonOffset::getUnitsMultiplier() * (max_backdrop_index-backdrop_index) );
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glDrawArrays(GL_QUADS,0,transformedBackdropCoords.size());
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}
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}
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glPolygonOffset(0.0f,0.0f);
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} // end of backdrop text
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const GlyphQuads::Coords3& transformedCoords = glyphquad._transformedCoords[contextID];
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if (!transformedCoords.empty())
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{
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state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedCoords.front()));
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state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
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if(_colorGradientMode == SOLID)
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{
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state.disableColorPointer();
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glColor4fv(_color.ptr());
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}
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else
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{
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state.setColorPointer( 4, GL_FLOAT, 0, &(glyphquad._colorCoords.front()));
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}
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glDrawArrays(GL_QUADS,0,transformedCoords.size());
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case POLYGON_OFFSET:
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renderWithPolygonOffset(state);
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break;
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case NO_DEPTH_BUFFER:
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renderWithNoDepthBuffer(state);
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break;
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case DEPTH_RANGE:
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renderWithDepthRange(state);
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break;
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case STENCIL_BUFFER:
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renderWithStencilBuffer(state);
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break;
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default:
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renderWithPolygonOffset(state);
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}
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}
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if(_backdropType != NONE)
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else
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{
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glPopAttrib();
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renderOnlyForegroundText(state);
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}
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}
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@ -1626,6 +1584,15 @@ void Text::setBackdropType(BackdropType type)
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computeGlyphRepresentation();
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}
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void Text::setBackdropImplementation(BackdropImplementation implementation)
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{
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if (_backdropImplementation==implementation) return;
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_backdropImplementation = implementation;
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computeGlyphRepresentation();
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}
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void Text::setBackdropOffset(float offset)
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{
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_backdropHorizontalOffset = offset;
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@ -1859,7 +1826,373 @@ void Text::convertRgbToHsv( float rgb[], float hsv[] ) const
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}
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void Text::drawForegroundText(osg::State& state, const GlyphQuads& glyphquad) const
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{
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unsigned int contextID = state.getContextID();
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const GlyphQuads::Coords3& transformedCoords = glyphquad._transformedCoords[contextID];
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if (!transformedCoords.empty())
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{
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state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedCoords.front()));
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state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
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if(_colorGradientMode == SOLID)
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{
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state.disableColorPointer();
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glColor4fv(_color.ptr());
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}
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else
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{
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state.setColorPointer( 4, GL_FLOAT, 0, &(glyphquad._colorCoords.front()));
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}
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glDrawArrays(GL_QUADS,0,transformedCoords.size());
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}
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}
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void Text::renderOnlyForegroundText(osg::State& state) const
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{
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for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
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titr!=_textureGlyphQuadMap.end();
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++titr)
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{
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// need to set the texture here...
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state.apply(titr->first.get());
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const GlyphQuads& glyphquad = titr->second;
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drawForegroundText(state, glyphquad);
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}
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}
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void Text::renderWithPolygonOffset(osg::State& state) const
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{
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// glNormal3fv(_normal.ptr());
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// state.disableAllVertexArrays();
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unsigned int contextID = state.getContextID();
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if (!osg::PolygonOffset::areFactorAndUnitsMultipliersSet())
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{
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osg::PolygonOffset::setFactorAndUnitsMultipliersUsingBestGuessForDriver();
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}
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// Do I really need to do this for glPolygonOffset?
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glPushAttrib(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_FILL);
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for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
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titr!=_textureGlyphQuadMap.end();
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++titr)
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{
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// need to set the texture here...
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state.apply(titr->first.get());
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const GlyphQuads& glyphquad = titr->second;
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unsigned int backdrop_index;
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unsigned int max_backdrop_index;
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if(_backdropType == OUTLINE)
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{
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backdrop_index = 0;
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max_backdrop_index = 8;
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}
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else
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{
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backdrop_index = _backdropType;
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max_backdrop_index = _backdropType+1;
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}
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state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
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state.disableColorPointer();
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glColor4fv(_backdropColor.ptr());
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for( ; backdrop_index < max_backdrop_index; backdrop_index++)
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{
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const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID];
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if (!transformedBackdropCoords.empty())
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{
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state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front()));
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glPolygonOffset(0.1f * osg::PolygonOffset::getFactorMultiplier(),
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2.0f * osg::PolygonOffset::getUnitsMultiplier() * (max_backdrop_index-backdrop_index) );
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glDrawArrays(GL_QUADS,0,transformedBackdropCoords.size());
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}
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}
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// Reset the polygon offset so the foreground text is on top
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glPolygonOffset(0.0f,0.0f);
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drawForegroundText(state, glyphquad);
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}
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glPopAttrib();
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}
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void Text::renderWithNoDepthBuffer(osg::State& state) const
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{
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unsigned int contextID = state.getContextID();
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glPushAttrib(GL_DEPTH_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
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titr!=_textureGlyphQuadMap.end();
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++titr)
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{
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// need to set the texture here...
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state.apply(titr->first.get());
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const GlyphQuads& glyphquad = titr->second;
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unsigned int backdrop_index;
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unsigned int max_backdrop_index;
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if(_backdropType == OUTLINE)
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{
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backdrop_index = 0;
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max_backdrop_index = 8;
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}
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else
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{
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backdrop_index = _backdropType;
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max_backdrop_index = _backdropType+1;
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}
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state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
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state.disableColorPointer();
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glColor4fv(_backdropColor.ptr());
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for( ; backdrop_index < max_backdrop_index; backdrop_index++)
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{
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const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID];
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if (!transformedBackdropCoords.empty())
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{
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state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front()));
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glDrawArrays(GL_QUADS,0,transformedBackdropCoords.size());
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}
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}
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drawForegroundText(state, glyphquad);
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}
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glPopAttrib();
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}
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// This idea comes from Paul Martz's OpenGL FAQ: 13.050
|
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void Text::renderWithDepthRange(osg::State& state) const
|
||||
{
|
||||
unsigned int contextID = state.getContextID();
|
||||
|
||||
// Hmmm, the man page says GL_VIEWPORT_BIT for Depth range (near and far)
|
||||
// but experimentally, GL_DEPTH_BUFFER_BIT for glDepthRange.
|
||||
// glPushAttrib(GL_VIEWPORT_BIT);
|
||||
glPushAttrib(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
|
||||
titr!=_textureGlyphQuadMap.end();
|
||||
++titr)
|
||||
{
|
||||
// need to set the texture here...
|
||||
state.apply(titr->first.get());
|
||||
|
||||
const GlyphQuads& glyphquad = titr->second;
|
||||
|
||||
unsigned int backdrop_index;
|
||||
unsigned int max_backdrop_index;
|
||||
if(_backdropType == OUTLINE)
|
||||
{
|
||||
backdrop_index = 0;
|
||||
max_backdrop_index = 8;
|
||||
}
|
||||
else
|
||||
{
|
||||
backdrop_index = _backdropType;
|
||||
max_backdrop_index = _backdropType+1;
|
||||
}
|
||||
|
||||
state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
|
||||
state.disableColorPointer();
|
||||
glColor4fv(_backdropColor.ptr());
|
||||
|
||||
for( ; backdrop_index < max_backdrop_index; backdrop_index++)
|
||||
{
|
||||
const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID];
|
||||
if (!transformedBackdropCoords.empty())
|
||||
{
|
||||
state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front()));
|
||||
glDepthRange(0.01f + ((max_backdrop_index-backdrop_index)/1000.0f), 1.0);
|
||||
|
||||
glDrawArrays(GL_QUADS,0,transformedBackdropCoords.size());
|
||||
}
|
||||
}
|
||||
|
||||
glDepthRange(0.0, 0.982);
|
||||
|
||||
drawForegroundText(state, glyphquad);
|
||||
}
|
||||
|
||||
glPopAttrib();
|
||||
}
|
||||
|
||||
void Text::renderWithStencilBuffer(osg::State& state) const
|
||||
{
|
||||
/* Here are the steps:
|
||||
* 1) Disable drawing color
|
||||
* 2) Enable the stencil buffer
|
||||
* 3) Draw all the text to the stencil buffer
|
||||
* 4) Disable the stencil buffer
|
||||
* 5) Enable color
|
||||
* 6) Disable the depth buffer
|
||||
* 7) Draw all the text again.
|
||||
* 7b) Make sure the foreground text is drawn last if priority levels
|
||||
* are the same OR
|
||||
* 7c) If priority levels are different, then make sure the foreground
|
||||
* text has the higher priority.
|
||||
*/
|
||||
unsigned int contextID = state.getContextID();
|
||||
|
||||
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_TEST);
|
||||
|
||||
// It seems I can get away without calling this here
|
||||
//glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
// enable stencil buffer
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
|
||||
// write a one to the stencil buffer everywhere we are about to draw
|
||||
glStencilFunc(GL_ALWAYS, 1, 1);
|
||||
|
||||
// write only to the stencil buffer if we pass the depth test
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
|
||||
// Disable writing to the color buffer so we only write to the stencil
|
||||
// buffer and the depth buffer
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
|
||||
// make sure the depth buffer is enabled
|
||||
// glEnable(GL_DEPTH_TEST);
|
||||
// glDepthMask(GL_TRUE);
|
||||
// glDepthFunc(GL_LESS);
|
||||
|
||||
// Arrrgh! Why does the code only seem to work correctly if I call this?
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
|
||||
// Draw all the text to the stencil buffer to mark out the region
|
||||
// that we can write too.
|
||||
|
||||
for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
|
||||
titr!=_textureGlyphQuadMap.end();
|
||||
++titr)
|
||||
{
|
||||
// need to set the texture here...
|
||||
state.apply(titr->first.get());
|
||||
|
||||
const GlyphQuads& glyphquad = titr->second;
|
||||
|
||||
unsigned int backdrop_index;
|
||||
unsigned int max_backdrop_index;
|
||||
if(_backdropType == OUTLINE)
|
||||
{
|
||||
backdrop_index = 0;
|
||||
max_backdrop_index = 8;
|
||||
}
|
||||
else
|
||||
{
|
||||
backdrop_index = _backdropType;
|
||||
max_backdrop_index = _backdropType+1;
|
||||
}
|
||||
|
||||
state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
|
||||
state.disableColorPointer();
|
||||
|
||||
for( ; backdrop_index < max_backdrop_index; backdrop_index++)
|
||||
{
|
||||
const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID];
|
||||
if (!transformedBackdropCoords.empty())
|
||||
{
|
||||
state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front()));
|
||||
glDrawArrays(GL_QUADS,0,transformedBackdropCoords.size());
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the foreground text
|
||||
const GlyphQuads::Coords3& transformedCoords = glyphquad._transformedCoords[contextID];
|
||||
if (!transformedCoords.empty())
|
||||
{
|
||||
state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedCoords.front()));
|
||||
state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
|
||||
glDrawArrays(GL_QUADS,0,transformedCoords.size());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// disable the depth buffer
|
||||
// glDisable(GL_DEPTH_TEST);
|
||||
// glDepthMask(GL_FALSE);
|
||||
// glDepthMask(GL_TRUE);
|
||||
// glDepthFunc(GL_ALWAYS);
|
||||
|
||||
// Set the stencil function to pass when the stencil is 1
|
||||
// Bug: This call seems to have no effect. Try changing to NOTEQUAL
|
||||
// and see the exact same results.
|
||||
glStencilFunc(GL_EQUAL, 1, 1);
|
||||
|
||||
// disable writing to the stencil buffer
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
glStencilMask(GL_FALSE);
|
||||
|
||||
// Re-enable writing to the color buffer so we can see the results
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
|
||||
|
||||
// Draw all the text again
|
||||
|
||||
for(TextureGlyphQuadMap::iterator titr=_textureGlyphQuadMap.begin();
|
||||
titr!=_textureGlyphQuadMap.end();
|
||||
++titr)
|
||||
{
|
||||
// need to set the texture here...
|
||||
state.apply(titr->first.get());
|
||||
|
||||
const GlyphQuads& glyphquad = titr->second;
|
||||
|
||||
unsigned int backdrop_index;
|
||||
unsigned int max_backdrop_index;
|
||||
if(_backdropType == OUTLINE)
|
||||
{
|
||||
backdrop_index = 0;
|
||||
max_backdrop_index = 8;
|
||||
}
|
||||
else
|
||||
{
|
||||
backdrop_index = _backdropType;
|
||||
max_backdrop_index = _backdropType+1;
|
||||
}
|
||||
|
||||
state.setTexCoordPointer( 0, 2, GL_FLOAT, 0, &(glyphquad._texcoords.front()));
|
||||
state.disableColorPointer();
|
||||
glColor4fv(_backdropColor.ptr());
|
||||
|
||||
for( ; backdrop_index < max_backdrop_index; backdrop_index++)
|
||||
{
|
||||
const GlyphQuads::Coords3& transformedBackdropCoords = glyphquad._transformedBackdropCoords[backdrop_index][contextID];
|
||||
if (!transformedBackdropCoords.empty())
|
||||
{
|
||||
state.setVertexPointer( 3, GL_FLOAT, 0, &(transformedBackdropCoords.front()));
|
||||
glDrawArrays(GL_QUADS,0,transformedBackdropCoords.size());
|
||||
}
|
||||
}
|
||||
|
||||
drawForegroundText(state, glyphquad);
|
||||
}
|
||||
|
||||
glPopAttrib();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user